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Thread: SidV's adventure journal

  1. #411
    Pathfinder
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    Mar 2012
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    Northisle
    7) 60 D. Militia, 60 D. Cavalry, 60 D. Soldier (177R, 4B, 19M) losses (177R, 4B)

  2. #412
    Town Councillor
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    Quote Originally Posted by SVETI_STEFAN View Post
    7) 60 D. Militia, 60 D. Cavalry, 60 D. Soldier (177R, 4B, 19M) losses (177R, 4B)
    Traitors?

    If that was the result, it was a very lucky one. On average you would lose 177R 4B 13M,
    and 4 times out of 10 you would lose everything and still have a few soldier deserters to take care of afterwards.

  3. #413
    Pathfinder
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    WITCH OF THE SWAMP... You dont need to destroy all the camps Finish all except 6 and 9 ... Njoy

  4. #414
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    Sandycove
    Quote Originally Posted by SidV View Post
    Hi there!

    "Swampy" is a nice adventure with the chance to get an extra adventure: Old Friends
    The losses are not much, but you will lose 100C. It's very easy to play, no traps, no tactis needed, only defeat on camp after another. So have fun with it and good luck to get Old Friends

    See Yu,
    SidV

    Adventure Infos:
    Player Level: 26 +
    Difficulty: 3 / 10
    Number of Players: 1
    Duration: 2 days
    Where to get?: Adventure seek with explorer



    Reward Infos (XP 5663)




    Map


    Tactical map
    Here is no need for an extra tactical map. Because all camps are defeating in a row.

    Garrison Settings
    Units need: 480R 200C 34M 150S 70LB
    Units lost: 445R 100C 33M 24S

    1) 40 Cultist [200C (0)]
    2) 50 Cultist [10R 190C (5R)]
    3) 40 Cultist, 40 Fanatic [15R 185C (9R)]
    4) 60 Cultist [15R 185C (11R)]
    5) 40 Dark Priest, 60 Shadowsneaker [150R 50S (45R)]
    6) 33 Cultist, 33 Fanatic, 33 Shadowsneaker [130R 70S (51R)]
    7) 120 Cultist [60R 70C 70S (55R)] (thx quantum)
    8) 60 Dark Priest, 80 Cultist [55R 145C (51R)]
    9) 40 Cultist, 120 Shadowsneaker, 1 Dark High Priest [50R 150S (50R 24S)]
    10) 99 Dark Priest, 100 Cultist, 1 Swamp Witch [1. 100R 100C 2. 65R 34M 33C 68LB (165R 100C 33M)]

    IMPORTANT: Please check the garrison settings always by yourself with the combat simulator too. I could not 100% guarantee, that there aren't any typing errors left.

    Different garrison setup from other players: (not checked from me)
    Aghiuta with a interesting, different garrison setup.


    Shortcuts:
    R = Recruits
    B = Bowman
    C = Cavalry
    M = Milita
    S = Soldier
    LB = LongBowman
    A = Crossbowman
    E = Elite Soldier
    K = Cannoneer

    How to read the garrison settings?
    for example: [1: 70R 2: 200R 3: 130R 70S (390R)]
    1: ... means is the 1st wave
    2: ... means the 2nd wave
    3: ... means the 3rd wave and so on
    70R or 200R or 130R 70S ... means the garrison settings for 1 general
    (390R) ... within the brackets () i wrote the maximum losses for the camp.
    Hope its now a litte bit clearer.
    camp 7 never worked for me i lost 21 cav

  5. #415
    Town Councillor
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    Quote Originally Posted by toxicshark01 View Post
    camp 7 never worked for me i lost 21 cav
    Never?
    How many times is that?
    And have you in that case done the same error every time?
    Because some error you must have done with your garrison setup...

    With 60 recruits, 70 soldiers and 70 cavalry you would never lose any cavalry.
    It's not even theoretically possible to lose any cavalry.

    The recruits are the first ones to defend, and normally just 52 of them would die.
    Even if all 60 recruits would die (which never really would happen,
    only about once in a million would you lose 59 of them),
    the soldiers would still defend before the cavalry would.

  6. #416
    Guide of the Month Ruler of the Land Nogbad's Avatar
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    Newfoundland
    As Tage said, it's just not possible to lose cavalry on camp7 if you've followed the guide.
    I went through this adventure with a fine toothcomb with Sid, as camps 5 and 6 almost always gave me 1 and 2 extra recruit losses than the theoretical maximum, but the rest of the camps are usually well under these losses.
    The only way you could lose any horsies in this, is if you sent cavalry instead of soldiers to camps 5 or 6, I should know, made that mistake playing when tired.
    We love our new CM.

    Newfoundland: 20th November 2011 to 25th November 2014. RIP
    It was good while it lasted.

  7. #417
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    Sandycove
    what hapens with the camps 1 ,2 , 3 and 4 in adventure Traitors?

  8. #418
    Treasure Hunter Polymer's Avatar
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    Northisle
    You move garrisson camps up there and then, when you attack directly the leader of that sector and kill the leader those camps go down with it.

  9. #419
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    Quote Originally Posted by Aghiuta View Post
    My run of The witch of the Swamp:
    I tried to save the expensive units and sacrifice more recruits since my bronze industry is better than the rest.
    Overall: 551R 19M 124S 200C 52 LB (540R 9M 75C)
    The number of recruits i used for the battles is also the maximum number of losses possible, when i got lower values i was just lucky.

    1) 40 Cultist [200C (0)]
    2) 50 Cultist [6R 190C (4R)]
    3) 40 Cultist, 40 Fanatic [10R 1S 189C (10R)]
    4) 60 Cultist [10R 1S 189C (9R)]
    5) 40 Dark Priest, 60 Shadowsneaker [44R 124S (43R)]
    6) 33 Cultist, 33 Dark Priest, 33 Shadowsneaker [51 R 124 S (51R)]
    7) 120 Cultist [54R 76C 70S (51R)]
    8) 60 Dark Priest, 80 Cultist [51R 5S 144C (47R)]
    9) 40 Cultist, 120 Shadowsneaker, 1 Dark High Priest [110R 12M 78S (110R 7 M)]
    10) 99 Dark Priest, 100 Cultist, 1 Swamp Witch [1. 125R 75C 2. 90R 7M 1S 50C 52LB (215R 75C 2M)]

    also just for statistics:
    nice thank you

  10. #420
    Rammstein7
    hi. I destroy all the bandit camps, but adventure is not finished. can you tell me what I have tto do in order to finish it? thanks.

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